#the position that has a 50/50 chance to be wrong
1 messages · Page 1 of 1 (latest)
If it has a client network transform. try disabling it until after the ship has spawned
It has a server-authoritative network transform, but I can still give it a try anyway to see if that would help my particular case.
Here's a full list of all the components on the ship:
Looking at debugging, too, it seems like the position set inside the race manager stays up until the next fixed update. That's as granular as I can get with debugging, Im not sure how to pause the game when that value changes
I set the server network transform to be enabled on the next fixed update. While that helps the frequency, it can still sometimes end up at 0,0,0. Im perplexed
Here's a video of whats happening. It seems to just pick at random
It should be inside the tube-shaped track, but sometimes it just ends up outside at vector3.zero
Is it correct on the host but not on the clients?
The server seems to be the one changing the position. When I join as a second client, the player is put in the correct location originally but then slerps to the incorrect location of 0,0,0.
This is replicated on the host
There is a network rigidbody, yes. I'll try turning off interpolation now
Turned off interpolation. When I started a host to test a client, it happened on the host. So it happens on both host and client, regardless of interpolation
have a delayed function on a server that forces a position to where you want it after some time? Just a patch-work solution